Essentially, in a street brawl, each trainer sends out all their Pokemon(outside of those RPing) at once. No exceptions. They are not allowed to keep any Pokemon in "reserve". As such, there is no question of "xvx" and singles doubles/etc.

2 Day DQ
Max 2 Recoveries/10 chills per Pokemon

Arena:

Snowman's Land

Note that I will be away from Monday night(all times in +5.5 GMT) till Saturday morning, so the match will start only then.

And thus we arrive at probably the most ridiculous battle in ASB history. In fact, I'm thinking about using a Google docs spreadsheet instead of posting the health etc. But I think you'll probably just end up with mammoth posts. Anyway, the order will be that I will send out Destiny Warrior's eight (!) Pokemon, DarkSlay will send out his 10 (!) and issue instructions, and then DestinyWarrior will post instructions. Then, a week later when I finish reffing we will continue as normally as possible. There will also be a break next week when Destiny Warrior goes away, but we all love hi mso we won't disqualify him. There isn't much left to say and I think that I'll take what brevity I can find in this battle, so over to you, DarkSlay.

Abilities
Volt Absorb:(Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.
Illuminate:(Can be Activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Dream World Ability(Unlocked): Water Absorb:(Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.

Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).

AbilitiesShed Skin:(Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Moxie:(Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.

Dream World Ability(Locked): Intimidate:(Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.

AbilitiesKeen Eye:(Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.Reckless(Dream World Ability)(Locked)(Innate):This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.

Abilities:Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.Leaf Guard(Innate): In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.Regenerator(Innate)(Dream World)(Locked): When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Abilities
Thick Fat(Innate):This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Pickup(Innate): This Pokemon has a natural habit of collecting items. Whenever a hold item (it's own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Abilities
Blaze(Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14Dream World Ability(Locked): Speed Boost(Innate): Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Type: Poison / DarkPoison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: ****(+)
Def: ****
SpA: **(-)
SpD: ***
Spe: 95

EC: 6 / 6MC: 1DC: 3 / 5

Abilities:Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.Keen Eye (DW): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.

Type: Psychic / WaterPsychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: ***
Def: ****(+)
SpA: ****
SpD: ****
Spe: 26 (-)

EC: 6 / 6MC: 0DC: 5 / 5

Abilities:Oblivious: (Innate)This Pokemon is incapable of being effected by Attract or Cute Charm.Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.Regeneration (UNLOCKED): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Abilities:Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect. Iron Fist (UNLOCKED): (Innate) This base attack power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Abilities:Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).Inner Focus (DW): (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Abilities:Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Type:Dark / SteelDark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.Stats:

HP: 90
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 60

EC: 0 / 6MC: 0DC: 0 / 5

Abilities:Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Type:Dark / FightingDark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).Stats:

HP: 90
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 48

EC: 0 / 6MC: 0DC: 0 / 5

Abilities:Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.Intimidate (DW): (Innate) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.

Abilities:Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Type: Dark / DragonDark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.).

Stats:

HP: 90
Atk: ***
Def: **
SpA: ***(+)
SpD: **
Spe: 32 (38 - (38*.15))

EC: 0 / 9MC: 0DC: 0 / 0 (No DW Ability)

Abilities:Hustle: (Can Be Activated)This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.

A bunch of BAMFs, if I do say so myself! This is going to be hard as hell, so let's get the show on the road! (NOTE: Turn order is based on speed.)

Splinter (Drapion), it all starts with you! You're the team leader and my first Pokemon, so let's start off on the right foot. Start with a Taunt on that Tangela to prevent sleep and poison! Then use Crunch to nail Mismagius for some decent damage.

Bosskrow (Murkrow), start the round off right with a Taunt aimed right at Lanturn! We don't want any rain storms happening nor any status moves. Then follow that up with a Confuse Ray aimed right at Munchlax!

Allergy (Gastly), go all out and use Shadow Ball on Mismagius! Then fire off a Thunderbolt at Staravia for huge damage! IF CYCLOHM USES THUNDERBOLT BEFORE YOU MOVE: target it with Disable!

Ripjack(Scizor), start off the round with a strong Acrobatics on that Scraggy. Then fire off a strong X-Scizzor at Tangela!

Shank (Pawniard), use Taunt on that Mismagius to prevent status in the next round! Then smack that Mismagius with a Pursuit!

Shawty (Scraggy), begin with a high powered Payback aimed at Mismagius! Then nail that Staravia with an Ice Punch!

Willow (Flarelm), begin with a Flamethrower right at Tangela! Follow that up with a Giga Drain aimed at Lanturn!

Lumber (Conkeldurr), let's go with a Drain Punch on that Scraggy! Then finish the round with a Hammer Arm on that same Scraggy!

Eclipse (Deino), you're the newest face of the bunch, but you're also one of the most important! Rev up your ability and use a Hustle-boosted Thunder Fang on Staravia! Then finish off that Mismagius with a normal Crunch!

Salmon (Slowking), use Ice Beam to nail Cyclohm. Then, let's get interesting: use Trick Room to throw off this match and reverse the turn order! This will help us eliminate his strongest threats, since they seem to be his fastest!

Well, I've finally worked out a way of formatting this page so that it looks vaguely presentable. The post is already damn long, and that just means that this is really going to have to be bullet points to keep it down and intelligible:​

Action One:

Destiny Warrior's Scraggy starts off the game by Faking Out Murkrow so that it flinches and can't attack for a bit (4 Energy, 4 + (4 - 2) * 1.5 = 7)

Destiny Warrior's Mismagius sends off a powerful Will-o-wisp at DarkSlay's Scizor, but unfortunately for him it misses by a long shot, leaving Scizor unharmed (7 Energy)

DarkSlay's Drapion moves over to Destiny Warrior's Tangela, and starts to jeer and Taunt him so that he has to attack later on (10 - 1 = 9 Energy)

Destiny Warrior's Staravia wins a speed to to go before his Cyclohm, so that it can quickly do a Featherdance around Darkslay's Dieno, lowering his attack by two stages because of the cushioning effects of the feathers (6 - 1 = 5 Energy)

DarkSlay's Scraggy loses the speed tie between the two Scraggys but it doesn't matter, so he just delivers a lot of Payback to Mismagius for all of his attacks (6 - 1 = 5 Energy, (10 + 3 + (4 - 2) * 1.5) * 1.5 = 24)

Destiny Warrior's Mismagius begins the second part of the round by sending off a Shadow Ball back towards Gastly, which hurts it very strongly because he is made of the same stuff (6 - 1 = 5 Energy, (8 + 3 + (5 - 3) * 1.5) * 1.5 = 21)

Jesus H Christ. I'm glad we've done all of that, and not much has changed at the moment. Scizor is dead, but I honestly have no idea who is in a better position. The only other thing of note is that Trick Room is active, and will continue to be for another four rounds, assuming the battle lasts that long. Also nice not to have much hax, even if I ran everything I could think of.

All right, it's time to take advantage of this newly made room of trickyness! Hopefully that Munchlax will hurt itself in confusion so we can avoid that nasty Rock Slide...

Allergy (Gastly), of all Pokemon, is going first on my team thanks to that paralysis. Start off the match with a Thunderbolt to Staravia! Then on the next turn, try and Confuse Ray that Torchic to hopefully prevent it from getting off that Rock Slide!

Salmon (Slowking), start off the round by nailing Tangela with an Ice Beam! Then smack Cyclohm with another Ice Beam! IF ALLERGY MISSES THAT TBOLT: Shift that Ice Beam to Staravia!

After the -1 Speed drop, Lumber (Conkeldurr), you're up. Drain Punch that Scraggy again to heal some good damage, then Hammer Arm Munchlax for huge damage!

Eclipse (Deino), you're up. Bite that Mismagius for the KO! Then use a Hustle-boosted Crunch on Lanturn!

Willow (Flarelm), smash in Tangela with a Flamethrower! Then use an Earth Power on Cyclohm to nail it for great damage!

Shawty (Scraggy), finish off that doppelganger Scraggy with a Drain Punch! Another Drain Punch on Munchlax will end the round off well.

Shank (Pawniard), first, Taunt Lanturn. We don't need that Hurricane having any more accuracy than it should, nor do we want 100% accurate Thunders and boosted Hydro Pumps. Next, Dig quickly and strike Lanturn for great damage!

Bosskrow (Murkrow), quickly, Brave Bird Staravia to kill it! You're one point slower, so you'll get it for sure. Then use Assurance on Munchlax to land some awesome damage!

Last but not least, Splinter(Drapion), Crunch that poor Lanturn for trying to hit you with a Scald. Then hit it again, this time with Dig!

There we go. Time for the second round, and ideally I will finish before Destiny Warrior leaves. Anyway, the only thing of note is that Trick Room is in effect, which should make everything very interesting:
​

Destiny Warrior's Munchlax picks up a huge volume of rocks, and throws them all around, at every one of the opposing team. The Rock Slide hits Slowking, Deino and Gastly, but none of them flinch (!) (6 Energy, 6 to Slowking, 11 to Gastly, 9 to Deino)

Destiny Warrior's Torchic moves over to Pawniard, and hits him with a Low Kick which takes him down, even while not keeping him there because of his low weight (5 Energy, (4 + (2 - 3) * 1.5) * 2.25 = 5 Damage)

Destiny Warrior's Cyclohm wins the speed tie with Staravia because the latter is now somewhat sluggish, being unconscious, and summons up a Hurricane to hit Conkeldurr with, and despite the calm conditions it scores a direct hit (8 Energy, (12 + (4 - 3)*1.5)*1.5 = 20)

Destiny Warrior's Torchic is still confused from before, but after winning the speed tie still manages let off another Rock Slide at the opponents, hitting Drapion, Flarelm and Murkrow, but again no one flinched somehow (6 Energy, 5 to Drapion, 8 to Flarelm, 12 to Murkrow)

DarkSlay's Conkeldurr tries to attack Munchlax with a huge hammer-like arm, but unfortunately flinches instead because of the blow before

DarkSlay's Drapion follows Pawniard and Digs up under Lanturn, knocking it with the ground under it and hurting it, although not even being close to KOing (6 Energy, (8 + (4 - 2)*1.5)*1.5 = 17 Damage)

Right. We're done. Staravia and Mismagius are unfortunate casualties, leaving everyone with a slightly easier job next round, and me an easier ref while Destiny Warrior is away. So if DarkSlay can post quickly, then we can wish Destiny Warrior a good holiday with the promise of returning to a good update!

Gastly, you're up again. Smash Cyclohm with a powerful Shadow Ball attack! Then follow that up with a Confuse Ray on Torchic in the second action if you're available!

Slowking, begin the round with another well placed Ice Beam at Cyclohm! Then Water Gun that Torchic!

Deino, you're up! Since you're apparently the powerhouse of the team, DragonBreath that Cyclohm, which should net a KO! Follow that up with a Hustle-boosted Crunch on Lanturn!

Conkeldurr, I don't want to play around anymore. Mach Punch that Scraggy to KO it. Then Hammer Arm Munchlax for huge damage.

Flarelm, use Flamethrower on that Tangela! Then use Giga Drain on Lanturn to score huge damage!

Scraggy, start off the match with a stiff Drain Punch on Munchlax! Then hit Munchlax again with Drain Punch!

Pawniard, be amazing and use Dig and stay under the snow until your next action. Then pop out and strike Lanturn on your next move!

Murkrow, use Wing Attack to finish off that Tangela! Then use Brave Bird on Torchic!

Drapion, you play clean-up crew for the team right now! Use Crunch on the Pokemon that is the closes to dying (with preference on Cyclohm on the first turn regardless) at the end of both actions! You should be able to compensate in case some hax happens.

IF A POKEMON TARGETS AN OPPONENT THAT HAS ALREADY FAINTED, redirect that attack to the Pokemon with the least HP, regardless of typing.

Trick Room is still in effect, so the order is once again reversed. Anyway, here we go:

​

Action One:

DarkSlay's Conkeldurr begins the round by letting off a Mach Punch at Destiny Warrior's Scraggy. It strikes hard and fast, knocking him out completely before anyone can react, and a Critical Hit only hastens his demise (2 Energy, 23 Damage).

Destiny Warrior's Munchlax throws up a collection of rocks, and the Rock Slide that results when they all come back down hits Gastly, Slowking and Murkrow, and Gastly flinches because of the force of the move, leaving him unable to attack (6 Energy, 11 Damage to Gastly, 6 Damage to Slowking, 14 Damage to Murkrow)

Darkslay's Gastly tries to attack, but can't quite manage it because he is flinching after the force of the Rock Slide.

DarkSlay's Slowking launches an Ice Beam at Cyclohm, chilling Cyclohm to the core and hurting it badly, but again failing to actually freeze it (7 Energy, 20 Damage).

DarkSlay's Deino lets off its Dragonbreath at Cyclohm, and it is so stunning that Cyclohm is completely paralysed by the blow, and it does a lot of damage besides (4 Energy, 16 Damage).

Destiny Warrior's Torchic sends out a Fire Blast at Gastly, knocking it out completely and even burning it badly on the way down (7 Energy, 27 Damage)!

DarkSlay's Flarelm lets off a huge Flamethrower, and it slams into Tangela, not quite knocking it out but leaving it almost completely out, easily within KO range of most attacks (6 Energy, 22 Damage).

DarkSlay's Scraggy moves over to Munchlax and delivers another devastating Drain Punch to hurt it, but doesn't manage to heal itself because it is at full health already! Nonetheless, it does a lot of damage to Munchlax anyway (7 Energy, 21 Damage).

Destiny Warrior's Tangela casts a Giga Drain on Slowking, draining its power and taking it for itself, giving a much-needed increase to its own health (7 Energy, 17 Damage, 8 Health Restored).

DarkSlay's PawniardDigs underground to dodge attacks, and stays down there for the rest of the action (6 Energy)

DarkSlay's Murkrow launches itself at Tangela, hitting it with a powerful Wing Attack, but not quite managing to knock it out because of the healing before (3 Energy, 14 Damage).

Destiny Warrior's Cyclohm launches another large Flamethrower over at Pawniard, but it misses because Pawniard is underground (7 Energy).

DarkSlay's Drapion delivers a Crunch to the weakest opposing Pokemon, Tangela, and knock it out cold: another casualty in a round already fraught with them (5 Energy, 11 Damage).

Action Two:

Destiny Warrior's Munchlax lets off another Rock Slide, this time launching a pile of rocks at Flarelm, Pawniard and Slowking, but none of them flinch this time, perhaps because of the number of times they have been hit already, and it misses Pawniard because it is underground. Anyway, it still does a lot of damage, including critically hitting Slowking (10 Energy, 11 Damage to Flarelm, 9 Damage to Slowking).

DarkSlay's Slowking, with what looks like his last attack, fires off a Water Gun at Torchic, dousing his fiery potential with a squirt, knocking him down for the first time this match (2 Energy, 15 Damage).

DarkSlay's Deino tries to attack, but it is stuck in its icicle, unable to move.

Destiny Warrior's Torchic sends another Fire Blast off towards Murkrow this time, roasting it slightly but doing it no more than that (7 Energy, 20 Damage).

IF A POKEMON TARGETS AN OPPONENT THAT HAS ALREADY FAINTED, redirect that attack to the Pokemon with the least HP, regardless of typing, unless immunities block it, in which case target the Pokemon with next lowest HP etc.

Trick Room is still in effect, so the order is once again reversed. Anyway, here we go:

​

Action One:

Destiny Warrior's Munchlax starts off what is probably the last round with yet another Rock Slide, aiming for and hitting Slowking, Murkrow and Flarelm, but again none of them flinch, even as most of them are brought to within a whisker of passing out (6 Energy, 6 Damage to Slowking, 11 Damage to Flarelm, 19 Damage to Murkrow (crit) ).

DarkSlay's Slowking responds to being battered by rocks reasonably well, and simply launches a huge Ice Beam off at Cyclohm, knocking it out (7 Energy, 20 Damage).

DarkSlay's Deino lets out a deep, gutteral Roar, and the vibrations break apart the ice encasing him, leaving him free to attack later (7 Energy).

Destiny Warrior's Torchic lets off another Rock Slide like Thunder's, this time at Drapion, Flarelm and Slowking, which results in Drapion flinching and Slowking passing out (6 Energy, 3 Damage to Drapion, 3 Damage to Slowking, 7 Damage to Flarelm)

DarkSlay's Conkeldurr goes at Munchlax with yet another huge Hammer Arm, pounding it so hard that it faints completely (6 Energy, 32 Damage).

DarkSlay's Flarelm manipulates the ground under Torchic using his Earth Power, doing severe damage to it but nothing else (8 Energy, 18 Damage).

DarkSlay's Scraggy uses Payback on the last man standing, which in this case is Torchic. It hits hard, and in fact almost knocks it out (5 Energy, 18 Damage).

DarkSlay's PawniardDigs down under the ground and rapidly comes up under Torchic, which just manages to knock it out, finishing the battle (6 Energy, 19 Damage).

So that's the game. gg and wp everyone, especially DarkSlay, and hopefully we can all do it again some time (hopefully before you each get too many mons though). Eventually the scores where 7-0, but it was much closer than it looks. Also, just because I love you all, I'll post all of the KO counters below so that you don't have to ferret through all of my posts